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sander

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Everything posted by sander

  1. sander

    Editing Questions

    It is a good mission concept, but there are some limitations that must be kept in mind when creating a scenario that depends on weapons and ammo being transferred from the one container to the next one to prevent the mission from becoming incompletable: * Make sure that destruction of either the start and/or end container for the magazines results in an appropriate mission failure ending (making both indestructible might be the easiest and foolproof solution). * Ensure that the magazines that need transfer are not of a type that can be fired by any weapon present in the mission. If one were to take a weapon and fire off some magazines it could prevent the trigger checking for a certain number of magazines for that type to reach the end container from ever kicking off. * Make sure that there are no vehicles or backpacks in the mission. Both can act as containers of magazines and can be destroyed, thus preventing the magazines from ever reaching their intended destination. * Ensure no units have the capability of making bodies disappear, again this could prevent the magazines from being recovered and reaching the intended end destination Murphy's law will strike in missions and break the concept unless one thinks of the various possibilities how achieving the objective can be broken by the mechanics of the game. Handgrenades and pipebombs can be thrown or detonated by players, so these are less suitable candidates for the objective. Personally I would pick the magazines for a .50 sniper rifle as the objective for example and then make sure no such weapons are around. One can make up a plausible reason why these rounds need to be recovered in the briefing and they are not as commonly used in small arms as the Stanags. Regards, Sander
  2. sander

    Editing Questions

    The script files ought to be in the same folder as the remainder of the mission file (mission.sqm, description.ext etc) and will then be packaged into the pbo. It does not matter whether a mission intended for coop is exported as a SP mission, that only stores the file in a different default location. Just copy it over from the Missions - to the MPMissions folder. Exporting it as a MP mission will just store it directly into theMPMissions folder. C:\Users\Owner\AppData\Local\ArmA 2 OA\MPMissionsCache is the location where files downloaded from a MP server are stored. Your own creations that are exported as an MP mission ought to appear as a packed pbo file in the \Bohemia Interactive\ArmA 2\MPMissions folder, at least when done so from the 2D editor. When you talk about naming the file, is co11_oa_Nuratnight the name you saved it as a user mission? Then there ought to be a folder co11_oa_Nuratnight.Takistan in the My Documents subfolder with your profile. That folder name will determine the file name of the pbo, not the name you give it in the description.ext or in the mission.sqm. Regards, Sander
  3. Can this be taken to mean the paid alpha will at some point finally be finished into a proper releaseworthy version after all this time? Iron Front Liberation 1944 at least received support with the last V1.05 release being quite decent in most respects. Regards, Sander
  4. Please provide more detail on your set up to help in root cause determination: - Do you have both Arma II and Operation Arrowhead installed? - Are they installed separately or combined into one location? - Do you have a disk version, Steam version or other? - Did exporting missions to the Missions or MPMissons work in the past and has it stopped working or has it never worked for you? - Do you use a user account that has writing privileges on the drive location where the game is installed? - Is there free disk space on the drive where the game is installed? Regards, Sander
  5. sander

    Editing Questions

    For editing you take the right approach by cutting up the problems in small parts and testing them each in turn. That makes debugging a lot easier than making something complicated where it is not directly clear where problems are caused. For extractions there are some tricks that can be employed to ensure the aircraft lands. One of them is to have a separate AI group in the helicopter and giving that helicopter an Unload type waypoint on an invisible helipad. That way the bird reliably descends to the extraction point and it looks good to see a security element disembarking to provide cover as well. The unload waypoint will have a condition in it to wait till the entire playergroup is inside before the previously unloaded AI are made members of the helicopter crew group and provided with assignascargo and ordergetin true statements in the on activation field. A second close by waypoint is then only activated when the entire crew group is on board and then the bird flies off back home for tea and medals all around. A demo version for the method is available at: http://www.xs4all.nl/~svdorst/co06_extraction_demo.Chernarus.rar But since it features in a couple of dozen of my scenario's, you can depbo them and look in there too. Regards, Sander
  6. There is nothing stopping you from watching this scene in the Demo campaign, which can be left right next to the full one. The new one is brilliant work and makes those credits worth seeing as well. Regards, Sander
  7. sander

    Editing Questions

    Yes, use a setpos statement to place the crate at the desired height and a setvectorUp statement to ensure it is horizontally placed (should the house be on an incline it might otherwise follow the terrain countour rather than the level floor of the building), so in the init line one would type something like: this setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +3.45]; this setVectorup [0,0,1]; Be advised though that positioning crates on higher floors can result in comedy effects as many a building is immediately destroyed by a satchel charge detonation, whereas the crate will burn up for a while before sinking into the ground. This may result in a burning crate floating in the air above the ruined remains of the building before the flames go out and it will slowly descend. Therefore it is better to place them on the ground floor to avoid such surreal side effects. Regards, Sander
  8. One must always provide a full explanation of the situation if one expects to be provided with a solution. Do not assume anything except an occasional air of intelligence and provide all relevant details. The solution is simple: (1) In the editor place an empty CRRC, name it boat and put in the init: this lock true; this lockdriver true; (2) Place a player character and put in the init field: this moveincargo boat; (3) Place another character, name it boat_driver and put in the init field: this moveindriver boat; (4) Place a Move waypoint just before the Get Out waypoint and on activation: boat lock false; (5) Place a trigger and set in the condition field (!(alive boat_driver)) and in on activation field: boat lock false; That way the boat gets unlocked either just before hitting the beach or when the driver gets kileld. Job jobbed. Sander
  9. It works exactly as intended in my game running at default, which leads me to suspect that there are circumstances that you have failed to mention in your question, such as specifying addons and mods that alter the default behaviour of the game. (1) In the editor place an empty CRRC, name it boat and put in the init: this lock false; this lockdriver true; (2) Place a player character and put in the init field: this moveincargo boat; (3) Place another character and put in the init field: this moveindriver boat; (4) Press preview and try to change seats Regards, Sander
  10. In the words of the Dear Leader: Source There will be no Retaliation conversion from the CWR2 team. Regards, Sander
  11. The boat must be unlocked if the passengers are to disembark the vehicle. To ensure that passengers can disembark, but cannot switch to the driver position explicitly define the vehicle as unlocked as well as having the driver position locked by putting in the init field of the CRRC: Regards, Sander
  12. Neither are coop capable campaigns. Not all of the scenario's in CWC and Resistance are suitable for conversion to coop, After Montignac for example with a full squad would not be the same. Regards, Sander
  13. Ad 2: Cold War Rearmed is Arma2 Exclusive The problem for some is that being Steam Exclusive somehow perversely means that Steam is actually inclusive, reason enough to let that pass. Regards, Sander
  14. With regard to IFL1944 I agree with the preceding two posters that it is worth getting. Support may be dropped, but in the current V1.05 it is generally playing allright for me, unlike the sorely broken V1.03 version. An added advantage of the cessation of developer support may be that it can now be found in a bargain bin and picked up at a lower price than at release, though I do not regret buying it after release as it was mid price to start with. The quality of the content of both the game and the DLC is high. The models and texturing work are on average rather good and the maps are without a doubt amongst the finest released for this engine. The editor is the same as A2 so it is easy to create new missions although one has to play a while to understand the different capabilities of the weapons and vehicles and adjust mission set ups accordingly. Default campaigns are still bugged, but in my opinion more involving than any in the A2 universe. The selection of units and gear in the game is good. There are various armoured vehicles for each side with differing handling characteristics and the armour combat system developed for IFL 1944 make vehicular combat a lot more enjoyable than in Arma II. The infantry disposes of a good range of small arms and light support weapons and the bolt action rifles and SMG's force a different playing style with higher expenditure of ammunition in firefights due to the lack of magnifying optics and other aiming aids. Regards, Sander
  15. If you would like to use the units with other weaponry than that defined in the config the solution is easy. In the init field of any CWR2 unit placed in the editor add statements to remove the default loadout with a removeAllWeapons this; statement and then use this addmagazine "<classname>"; and this addweapon "<classname>"; statements to add the weapons and ammo of choice. So if you want to reequip a unit with for instance a default Arma II DMR and a Javelin you would put in the init field: removeallweapons this; this addmagazine "20Rnd_762x51_DMR"; this addmagazine "20Rnd_762x51_DMR"; this addmagazine "20Rnd_762x51_DMR"; this addmagazine "20Rnd_762x51_DMR"; this addmagazine "20Rnd_762x51_DMR"; this addmagazine "20Rnd_762x51_DMR"; this addmagazine "Javelin"; this addweapon "DMR"; this addweapon "Javelin"; Regards, Sander
  16. That is to some extent possible to emulate by taking into account LOS and using setCaptive statements being switched so AI will be induced to ignore enemy units at a distance, but it introduces unnecessary complexity to scenario's and would greatly increase the time required to test missions and opens up enormous growth potential for undocumented features. The time and effort involved and the risk of breaking existing content makes such a change in missions unwarranted. Team resources are limited and should be more profitably employed. Regards, Sander
  17. The view distance limitation is there for a reason: as the original missions were set up in a time when machines could not very well handle the game with large view distances units are at times placed within line of sight where a lower view distance would not reveal them to enemy AI, but which would show up if it is increased. This can cause problems as AI decided to target and destroy units that it is not supposed to be aware of yet, and break the missions. Capping the view distance makes conversion feasible without introducing additional complexity and room for undocumented features by coming up with other solutions for such problems introduced by upping this limit. By keeping it simple and stupid one can attain higher reliability for missions. Sightseeing of the islands can best be done in the editor and not in the missions. Regards, Sander
  18. All of the _DP rounds differ only in one config setting from the default ammunition, all other characteristics are identical. The regular, default AT ammunition now has a config setting that makes the AI use it only against armour targets and prevents them from firing it off at infantry. However since it can be quite exciting to be on the receiving end of AT as an infantryman additional ammunition was defined that retains the old settings so mission makers can choose to hand out some of those missiles to AI opposing forces to provide that special extra adrenaline shot. This would require mission makers to remove the default ammunition from an AT gunner and define a new loadout with the _DP equivalent. Regards, Sander
  19. sander

    Zernovo coop pack

    Version 1.1 has a fix for an existing mission and two new coops included. New files: co05_irregular_dealings.gsep_zernovo.pbo co09_vertical_desintegration.gsep_zernovo.pbo Irregular Dealings has resistance fighters eliminate a collaborator and destroy a bridge. Vertical Desintegration features an airmobile raid to destroy MLRS and associated ammunition. Download current version Regards, Sander
  20. sander

    CWR2 coop pack

    Then I suggest to run the mission without CBA as it has been known to interfere with the proper working of missions before. Regards, Sander
  21. sander

    CWR2 coop pack

    Thanks for the feedback. It did work on a dedicated server (Linux at 1.62.102451 (req 162)) when I played it, so my educated guess is that there are other factors at work such as incompatible other addons that I do not support. If it is not in the included readme consider it non supported, which basically means everything other than CWR2. They are intended for CWR2 alone and not any combination of other content. What else may be running on the dedicated that can screw up missions? First advice is such cases is to disable any other addons or mods and then run the mission again to see if the problem reoccurs. If the mission file has been tampered with to include other addons or mods run the original version. Regards, Sander
  22. An alternative method to achieve immortality: * Place a manned ZU-23 * Name the ZU-23, for example aagun * Put in the initline of the ZU-23 an allowDamage false statement for both gun and gunner: aagun allowDamage false; aagunG allowDamage false; One can address the gunner of a named ZU-23 by taking the name given to the unit and then adding a postfix capital G. Regards, Sander
  23. sander

    CWR2 coop pack

    Fixed a fault in one of the missions, the pack is now at version 3.41. Download current version Regards, Sander
  24. A group consists of one or more members. Each individual unit counts as a group. Try to reduce the number of groups by looking at locations and start grouping soldiers that are close to each other and/or look towards the same direction, as these would conceivably be in communication with each other in reality. Set their Special: setting to None, making sure they are set to this disableAI "Move"; in their init line then press F2 and start linking them together. This will reduce the number of groups as the previous individuals are now linked in one group. Regards, Sander
  25. sander

    CWR2 coop pack

    Version 3.4 adds five new missions to bring the total number of coops in the pack to 80. New files: co05_cwr2_dark_matter.cain.pbo co06_cwr2_blast_cleaning.eden.pbo co08_cwr2_static_thrust.abel.pbo co09_cwr2_queens_peace.eden.pbo co10_cwr2_tracked_society.cain.pbo Dark Matter has American SF raid the Kolgujev airstrip. Blast Cleaning features a raid by commandoes to free a captive and destroy various targets. Static Thrust has Dutch Marines destroy four heavy weapons. Queen's Peace has light infantry inserted by helicopter to thwart a Soviet attack and to capture a village. Tracked Society features a mechanised infantry attack to clear a road of AT weapons and obstacles. Download current version Regards, Sander
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